We have temporarily disabled Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on this and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list

Tyde is right, change my mind

As usual Tyde is summing the problems up pretty well …

https://www.youtube.com/watch?v=I-klas-5Q4k

«1

Comments

  • Wolf74
    Wolf74 Member Posts: 2,959

    Feel free to show any streamer that is reasonably supporting your point.
    I would really like to hear some serious reasons to support killer nerfs and survivor buffs.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @Warlock_2020 said:

    You don't seem to understand that they can do both. They can preserve the casual game, while balancing the high-end. They have a rank system already in place, that is the road map.

    I like how people tell others that they "don't understand" something, just because they don't agree.
    The rank system is flawed since everyone can just derank and does not need to accept it.
    And you can NOT balance for both.
    If you think it is possible, feel free to explain that to me.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    I agree Wolf. The game has no such changes on the horizon. That is the problem. If they want true balance, they can't do it with one across the board change. That is what they are doing, and that is why changes harm one end or the other. They currently try to balance things based on survivor or killer, where it is better (as many other games have figured out) to do it based on both survivor and killer as well as tier.

    The ideas I'm speaking of are more about what needs to happen, and why we keep getting in these dumb conversations about killer vs survivor. It is because the views from the top to bottom are so different. It is almost two different games.

  • Wolf74
    Wolf74 Member Posts: 2,959

    If they would adjust pallets by rank, this would be a step in the right direction, but since people would just derank, it wouldn't stick.
    We have to argue around what the game is really about and that is "the same rules across all ranks".

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    Deranking really would not change too much. The survivor who deranks will quickly rank back up. That is a yo-yo that they will toy with no matter what. The number of survivors who do that, or killers, is a bit limited overall.

    As long as we argue about the same rules across all ranks, we will never achieve the slightest semblance of balance, and even risk destroying the player base. Tyde mentions a game that has great balance, but has no player base. Therefore, it was wasted. This game has so much potential, but we will see what happens. Having a player base that starts to view it as a multi-layered game will be a good start towards getting balance, but we will see.

    I enjoyed the discussion Wolf. Hope to see you in game, unless you are a lot better than me, then I hope we don't meet in game. :)

  • powerbats
    powerbats Member Posts: 7,068

    The rank system would have to be tweaked and deranking would have to be adjusted as well. They could do it similar to how League of Legends does it to keep people from sandbagging.

    They eventually do need a casual mode in addition to a ranked mode but the ranked mode would have to be pretty strict to prevent the griefing and deranking stuff that goes on now.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    League is a good example on the rank system and adjustments that can be made.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @powerbats said:

    They eventually do need a casual mode in addition to a ranked mode

    Casual = with SWF
    Ranked = without SWF
    … right?

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    If they think they can get enough participation in ranked without SWF, then sure, have ranked be without SWF. If not, then SWF needs to have certain challenges in ranked. Nerf gen times, certain perks should be limited, etc. SWF is entirely different than solo play because the survivors can coordinate to extremes, therefore, if they want to have ranked SWFs, they should be less powerful than a solo survivor.

  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
    Wolf74 said:

    @powerbats said:

    They eventually do need a casual mode in addition to a ranked mode

    Casual = with SWF
    Ranked = without SWF
    … right?

    I think what he means is a mode to mess around in just for fun. 
  • powerbats
    powerbats Member Posts: 7,068

    @DarkWo1f997 said:
    Wolf74 said:

    @powerbats said:

    They eventually do need a casual mode in addition to a ranked mode

    Casual = with SWF

    Ranked = without SWF

    … right?

    I think what he means is a mode to mess around in just for fun. 

    That but also as @Warlock_2020 said, given the player base is mostly swf you'd have a really hard time finding lobbies. But also a ranked swf would need some serious tweaking because you'd get various size swf groups on there.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @powerbats said:

    That but also as @Warlock_2020 said, given the player base is mostly swf you'd have a really hard time finding lobbies. But also a ranked swf would need some serious tweaking because you'd get various size swf groups on there.

    Which is not true.
    Devs stated on stream that roughly 50% of all survivor join the game by clicking the SWF option, including those that join via Swf solo. Some do that to avoid bugs or out of habit, etc.
    So we have less than 50% of all survivor player playing Swf, which not "mostly".

  • powerbats
    powerbats Member Posts: 7,068

    @Wolf74 said:

    @powerbats said:

    That but also as @Warlock_2020 said, given the player base is mostly swf you'd have a really hard time finding lobbies. But also a ranked swf would need some serious tweaking because you'd get various size swf groups on there.

    Which is not true.
    Devs stated on stream that roughly 50% of all survivor join the game by clicking the SWF option, including those that join via Swf solo. Some do that to avoid bugs or out of habit, etc.
    So we have less than 50% of all survivor player playing Swf, which not "mostly".

    Was that the latest dev stream since joining solo means you're not swf but you join a lobby that's swf if i'm not misunderstanding you.

    I would like to see them update the overall stats like they did almost a year ago with the lobby breakdown by size and %.

  • Wolf74
    Wolf74 Member Posts: 2,959

    I would love to see more stats from the Devs, but I doubt it.
    They have reasons to not show stats, since it would show that a lot of their changes aren't justified by stats.
    Maybe their changes are justified… by their marketing team. :P

  • DocOctober
    DocOctober Member Posts: 2,230

    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    If you are a better doc, feel free to provide footage of your gameplay such that doc-plebs like tyde and me can learn from you :smile:

  • Someissues
    Someissues Member Posts: 1,604
    edited October 2018

    @Warlock_2020 said:
    Tyde is correct on much of what he says, but he does not get that this game is broken into two games. There is the high-end game, and the low-end game. The bulk of the players are on the mid to low end. He is judging the game from the top. If we treat all levels from that view, we lose the bulk of players. A lot of good a balanced game with no player base is. That's called a dead game. Dead by balance.

    Then give us the option for casual mode, no ranks nothing. The fact that we are forced to play ranks, with no rewards and incentive is wrong on so many levels

    people who play this game constantly are the high rank people, low rank are casuals who only play few times a year, months, a few times into the game never picking it up again

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @Wolf74 said:
    As usual Tyde is summing the problems up pretty well …

    https://www.youtube.com/watch?v=I-klas-5Q4k

    Pretty well summarized. Nothing to add

  • Wolf74
    Wolf74 Member Posts: 2,959

    Then give us the option for casual mode, no ranks nothing. The fact that we are forced to play ranks, with no rewards and incentive is wrong on so many levels

    again

    Than tell me... is Swf "ranked" or "casual"?

  • The_Crusader
    The_Crusader Member Posts: 3,688

    @Warlock_2020 said:
    Tyde is correct on much of what he says, but he does not get that this game is broken into two games. There is the high-end game, and the low-end game. The bulk of the players are on the mid to low end. He is judging the game from the top. If we treat all levels from that view, we lose the bulk of players. A lot of good a balanced game with no player base is. That's called a dead game. Dead by balance.

    At the top, the survivors are very powerful and filled with skilled players. But Dead by Daylight is a bit unique in that it attracts players that don't usually play competitive games due to its horror genre. Therefore, many players are not very good at the whole survivor thing, nor will they ever get better due to other priorities or just skill limit in general. For instance, my wife loves the game, but she is legally blind and suffers from the ravages of pancreatic cancer. She will NEVER be a top-tier player. She has nearly quit several times due to the insane amount of camping in tier 16-20. Luckily, I've staved that off. This game has attracted players of all age brackets, and can easily lose them too.

    At the bottom, those players are way overpowered by killers. Why do you think the camping nerf exists? Not because it is a cheap tactic, like Tyde said, it is a legit tactic vs top-tier players. But it is massively used by low-skilled killers to destroy low-skilled survivors that will likely never improve (see statement above). So, the player base begins to shrink, rank 14-20 survivors start to quit or switch to killer because they are tired of being camped and tunneled an not getting to experience the game. To those people (again, the bulk of the people paying $), the game is about that fear of running around, trying to do a gen, getting a chance to have fun. Not entering a map, getting caught, and camped/tunneled without ever doing anything.

    That is why the developers really need to look at tiered nerfs/buffs. Stop punishing all killers/survivors with nerfs. Look at nerfing SWFs at higher ranks. Look at nerfing camping based on rank, or better yet, encourage a more hunting/chasing gameplay by killers at the level. Give them more rewards for leaving the hook, and hooking a different survivor each time. That increases the enjoyment of that casual base (which is typically larger than the hardcore) while being able to focus on making the high-end more balanced.

    It would take more effort and thought than these developers are willing to do though. But, Tyde needs to remember that most of the players in this game will never achieve his level of gameplay. That is why his view is so narrow in scope.

    Pretty much this. I'm high rank killer and low rank survivor so I see both issues. Survivors are straight up OP at high rank with all their perks and teamwork and ridiculous loops. In a 1 on 1 situation their perks are ok, the problem is that across 4 survivors it stacks into ridiculously overwhelming odds against the killer as many perks are all capable of wasting so much of the killers time - put that onto people who know how to "rush gens" and it's game over. Survivors should have like 3 perks each, totaling 12 giving the killer 4 which would be a third of their perks rather than a quarter. It's daft that survivors and killers have an equal number of perks when there are 4 survivors and 1 killer.

    As a survivor I find it hard to level up playing solo. Almost every single game someone disconnects and screws over out team. Seriously, every 2/3 games sometimes you'll see someone downed in the first 30 seconds and them bam, disconnect. 5 gens with 3 people, much fun! if it isn't that then you just get camping/tunneling killers. The problem is that at low rank it works because people feed them. Someone will rush in for the rescue like 2 seconds after the hook, they get downed. A third person goes in, fails again, downed. That's it, game over. To be fair sometimes the killer plays a part, they'll circle around the hooks just wating for someone to unhook so they can tunnel. To the person being tunnelled they've earned no points, gone straight on the hook, and from how the killer is playing it seems they'll never be able to get away from the hook so in a way I don't blame some for disconnecting. A lot of games end with me getting the hatch after my team has fallen prey to a camping/tunneling killer by being too altruistic, or people will quit out and then sometimes I quit because why should I have a crappy game just because other people quit in the first 30 seconds? what benefit to me is it to stay in a game like that? where I'm at a disadvantage through no fault of my own? it's easier for me to re-roll and try and get a game with full people. People can cry but screw it, I paid for a 4 vs 1 game and I get that not every game is going to be like that but again some nights every 2/3 games, someone will disconnect before the 1st hook. If they quit 30 seconds earlier while loading at least it would be 4 gens for 3 people.

    They need to start knocking gens off if people disconnect early. Punishing camping/tunneling killers is also a step in the right direction. They really need to work on balancing the high end too though. A bit of extra time on the gens, NOT HAVING SURVIVORS SPAWN NEXT TO TOTEMS, taking away a perk or removing the BS perks like DS.

    There's literally no benefit to playing killer against SWF. It's especially daft if you're running totems because once one person sees your totem they'll tell their friends where it is. Yet it rewards the same amount of BP? it's easy to see why people lobby dodge.

    That said with how many people disconnect matches it's easy to see why playing solo can be pointless.

    It's a hard thing to balance but since voice communication is a survivors biggest strength there needs to be rewards for playing against parties.

  • only1biggs
    only1biggs Member Posts: 1,178

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    Agreed and awesomed

  • Acromio
    Acromio Member Posts: 1,737

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    The Doctor has no way to travel the map faster, no way to down survivors faster, and no way to deal with looping. He's just a M1 killer with a ginormus terror radius, that can track survivors easily, but can't do anything during a chase, and is ez pz countered just by knowing how he and the game work.
    It's as simple as that. If Freddy and the Spirit didn't exist, the Doctor would be the worst killer in the game.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @Acromio said:

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    The Doctor has no way to travel the map faster, no way to down survivors faster, and no way to deal with looping. He's just a M1 killer with a ginormus terror radius, that can track survivors easily, but can't do anything during a chase, and is ez pz countered just by knowing how he and the game work.
    It's as simple as that. If Freddy and the Spirit didn't exist, the Doctor would be the worst killer in the game.

    Actually he can block some loops with well timed shocks.
    Or at least the survivor need to adjust and drop the pallets earlier, which overall shortens the chase.
    I think he is mid tier, because he is capable to slow the game down.

  • akbays35
    akbays35 Member Posts: 1,123

    Look Tyde's point is moot, you cannot equivalent 1v4 is scope of power, survivors don't need nerfs, they need more opportunities to make mistakes and that's the biggest issue at high ranks is that survivors don't make mistakes that low ranks do. The other issue is objectives for both sides, Killers objective is downing and hooking a survivor and that takes about the same time as 1 gen for most games. I think they should make the gen time longer by just 5 seconds and hook death timer shorter by 5 seconds to see if it has any game impact. They are working better on maps and looping so it might get better after a couple patches.
    Hook camping is dumb because it shuts down the game for 2 people, both the killer and the survivor and the devs need to give a passive bonus (bloodlust t1 maybe? or quicker actions on a pallet or gen after hooking? or a quick power increase) for leaving the hook instead of punishing them.
    I think Freddy just needs a minor buff to either his power range or sleep timer, I also think him and Wraith should be able to nab survivors off gens while in stealth states.
    Death Garden is kind of a wake up call for BHVR and frankly the hunters were op, I watched many streams of that and only saw Hexy win a couple games as runner.

  • DocOctober
    DocOctober Member Posts: 2,230

    @Acromio said:

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    The Doctor has no way to travel the map faster, no way to down survivors faster, and no way to deal with looping. He's just a M1 killer with a ginormus terror radius, that can track survivors easily, but can't do anything during a chase, and is ez pz countered just by knowing how he and the game work.
    It's as simple as that. If Freddy and the Spirit didn't exist, the Doctor would be the worst killer in the game.

    Well would you look at that, another ignorant.

    Can't play the Doc? Git gud.

  • Acromio
    Acromio Member Posts: 1,737

    Ok, have fun getting looped, genrushed, and teabagged at the exit gates with your scrub-stomping character.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @akbays35 said:
    , Killers objective is downing and hooking a survivor and that takes about the same time as 1 gen for most games.

    In what world are you playing?

    Yes, one hit is usually 30-40 seconds plus carrytime, that's roughly 80 seconds for one hook.
    But during that time, 3 survivor can do THREE different gens.

  • Bravo0413
    Bravo0413 Member Posts: 3,647

    Tyde is correct on much of what he says, but he does not get that this game is broken into two games. There is the high-end game, and the low-end game. The bulk of the players are on the mid to low end. He is judging the game from the top. If we treat all levels from that view, we lose the bulk of players. A lot of good a balanced game with no player base is. That's called a dead game. Dead by balance.

    At the top, the survivors are very powerful and filled with skilled players. But Dead by Daylight is a bit unique in that it attracts players that don't usually play competitive games due to its horror genre. Therefore, many players are not very good at the whole survivor thing, nor will they ever get better due to other priorities or just skill limit in general. For instance, my wife loves the game, but she is legally blind and suffers from the ravages of pancreatic cancer. She will NEVER be a top-tier player. She has nearly quit several times due to the insane amount of camping in tier 16-20. Luckily, I've staved that off. This game has attracted players of all age brackets, and can easily lose them too.

    At the bottom, those players are way overpowered by killers. Why do you think the camping nerf exists? Not because it is a cheap tactic, like Tyde said, it is a legit tactic vs top-tier players. But it is massively used by low-skilled killers to destroy low-skilled survivors that will likely never improve (see statement above). So, the player base begins to shrink, rank 14-20 survivors start to quit or switch to killer because they are tired of being camped and tunneled an not getting to experience the game. To those people (again, the bulk of the people paying $), the game is about that fear of running around, trying to do a gen, getting a chance to have fun. Not entering a map, getting caught, and camped/tunneled without ever doing anything.

    That is why the developers really need to look at tiered nerfs/buffs. Stop punishing all killers/survivors with nerfs. Look at nerfing SWFs at higher ranks. Look at nerfing camping based on rank, or better yet, encourage a more hunting/chasing gameplay by killers at the level. Give them more rewards for leaving the hook, and hooking a different survivor each time. That increases the enjoyment of that casual base (which is typically larger than the hardcore) while being able to focus on making the high-end more balanced.

    It would take more effort and thought than these developers are willing to do though. But, Tyde needs to remember that most of the players in this game will never achieve his level of gameplay. That is why his view is so narrow in scope.


    ..... they need to stop treating SWF and solo as one group... SWF is a problem.... a lot of issues will be solved once they implement the new objectives... and maybe then this game will be balanced 

  • Wolf74
    Wolf74 Member Posts: 2,959

    How would new objectives fix SWF?

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Wolf74 said:

    How would new objectives fix SWF?

    New objectives that must be completed would extend the game effecting swf gen rush capability 
  • Wolf74
    Wolf74 Member Posts: 2,959

    @Bravo0413 said:
    Wolf74 said:

    How would new objectives fix SWF?

    New objectives that must be completed would extend the game effecting swf gen rush capability 

    New objectives would extend the game for ALL survivor… SWF would just make it more efficient.
    Nothing would be changed about the insane advantage SWF on voice com have.

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    Wolf74 said:

    @Bravo0413 said:
    Wolf74 said:

    How would new objectives fix SWF?

    New objectives that must be completed would extend the game effecting swf gen rush capability 

    New objectives would extend the game for ALL survivor… SWF would just make it more efficient.
    Nothing would be changed about the insane advantage SWF on voice com have.

    And there is no way bhvr is going to change that... but you cant argue that it would slow them down allowing for matches to potentially be as long as they should... meaning more BP for everyone, more game time for everyone..
  • Wolf74
    Wolf74 Member Posts: 2,959

    @Bravo0413 said:
    Wolf74 said:

    @Bravo0413 said:

    Wolf74 said:

    How would new objectives fix SWF?
    

    New objectives that must be completed would extend the game effecting swf gen rush capability 

    New objectives would extend the game for ALL survivor… SWF would just make it more efficient.

    Nothing would be changed about the insane advantage SWF on voice com have.

    And there is no way bhvr is going to change that... but you cant argue that it would slow them down allowing for matches to potentially be as long as they should... meaning more BP for everyone, more game time for everyone..

    But it would NOT change anything about SWF being stronger than solo survivor.

  • Blueberry
    Blueberry Member Posts: 13,671

    Tydes nailing it all pretty accurately

  • theArashi
    theArashi Member Posts: 998

    Thing with balance is that low tier players won't even notice the difference.
    Remember HUGE EXHAUSTION NERF?
    Everyone lost their ######### about it and now thing how long your good old average/mediocre/bad survivor lasts in chase. Surely it isn't more then 60 seconds so what is the point of complaining as you never get to see the effects.

    Camping is the issue for lower ranks but you can't stop the killer from standing in front of the hook and waiting for save. It is mechanically impossible to force killer player to do that. They won't care about the rank but they may care about bp's.

    For those exact survivors, that everyone suddenly mentions when any balance talk occures, perks like BT, DS and similar were created. They are as noob friendly as one can be and don't require and deep thought to use them. DS became that weird perk that looks like it was designed to be for low ranks but has a skillcheck that only high ranks hit consistently.

    Also: I doubt the changes will make any impact on game lenght. I don't treat any streamer or youtuber's words as only truth as I can think for myself but it won't change the fact that I agree on many aspects with Tyde.

  • Wolf74
    Wolf74 Member Posts: 2,959

    @theArashi said:
    Thing with balance is that low tier players won't even notice the difference.
    Remember HUGE EXHAUSTION NERF?
    Everyone lost their ######### about it and now thing how long your good old average/mediocre/bad survivor lasts in chase. Surely it isn't more then 60 seconds so what is the point of complaining as you never get to see the effects.

    And now they get it back from getting impaled with a rusty hook. Yay!^^

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    @DocOctober said:

    @Acromio said:

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    The Doctor has no way to travel the map faster, no way to down survivors faster, and no way to deal with looping. He's just a M1 killer with a ginormus terror radius, that can track survivors easily, but can't do anything during a chase, and is ez pz countered just by knowing how he and the game work.
    It's as simple as that. If Freddy and the Spirit didn't exist, the Doctor would be the worst killer in the game.

    Well would you look at that, another ignorant.

    Can't play the Doc? Git gud.

    Guess I cant expect any footage from you since you ignore me. Classic

  • DocOctober
    DocOctober Member Posts: 2,230

    @DeadByFlashlight said:

    @DocOctober said:

    @Acromio said:

    @DocOctober said:
    All I have to say about Tyde is that he can eff himself with the Doctor's Stick for the comment related to the Doctor's Hallowed Blight cosmetic.

    Tyde knows a lot, but he's utterly ignorant in some regards, mainly in how strong Killers are. He's a noob Doctor, yet convinced that he knows how to play him.

    The Doctor has no way to travel the map faster, no way to down survivors faster, and no way to deal with looping. He's just a M1 killer with a ginormus terror radius, that can track survivors easily, but can't do anything during a chase, and is ez pz countered just by knowing how he and the game work.
    It's as simple as that. If Freddy and the Spirit didn't exist, the Doctor would be the worst killer in the game.

    Well would you look at that, another ignorant.

    Can't play the Doc? Git gud.

    Guess I cant expect any footage from you since you ignore me. Classic

    Nope, I simply overlooked your comment.

    I only have old footage from pre-Doctor Cube times and only from streamers that I versed back then. I usually don't record my games, because frankly, what's the point if you aren't a streamer?

  • powerbats
    powerbats Member Posts: 7,068

    @Wolf74 said:

    @theArashi said:
    Thing with balance is that low tier players won't even notice the difference.
    Remember HUGE EXHAUSTION NERF?
    Everyone lost their ######### about it and now thing how long your good old average/mediocre/bad survivor lasts in chase. Surely it isn't more then 60 seconds so what is the point of complaining as you never get to see the effects.

    And now they get it back from getting impaled with a rusty hook. Yay!^^

    Blame the Entity since it likes to feed off survivors hopes since if they get to run away and think they'll get out.

  • Stompa
    Stompa Member Posts: 154
    edited October 2018

    i actually enjoy watching how the break the game more with every patch, it kinda has some comedy value. buff this, nerf that, inplement "features" and "meachanics". tinkering with all the tiny symptoms instead of addressing the issue. more bandaids we create the first video game mummy

    main issues so far:

    -survivors appear to get bored and tend to bully etc. (even asking for more things to do)
    -chases take too long ( chase time vs gen time vs overall match time
    -some killers are only usefull with a certain addon setup or perks
    -the holy trinity of " i dont have to fear anything"
    -totem placement and the fact that a whole perk slot is gone with the totem, crippling the killer after round
    about the first minute of the game
    -survivor perks items that hardcounter killer abilitys
    -not mentioning playstyles since they are the product of the game design

    how i personally would adress them:

    adjusting base movement speed values of survivors and killer
    edit:(wasnt bloodlust the bandaid for it and now the bandaid thets bandaid fixed?)

    reducing the post hit sprint time to 1,5. (in the end chases should end by down or breaking line of sight)

    hook respawn time set to 1 minute since sabo will be a thing again

    talking about sabo: how about you need a toolbox or sabo without toolbox to disarm; not destroy a trappers trap? not like he can cluster a map with them and looses time setting them up

    about those gen: to start a repair you have to find a spare part to start it; repairs take longer ( not getting paid enough for exact values), missing a skill check should feel like a punishment or more tense (in terms of regression) than just a " hey wake up" ( would you personally like the adrenaline kicking in when missing one?)

    totem placement: well; hiding them and maybe dont make them shine across the map? maybe a kind of black myst coming out of the eye sockets ( flavoured after hex perk?)

    the holy trinity:

    lets be honest who plays resident evil for example for the horror aspect when they run around with the infinite herb cheat?
    sprint burst does feel more like gotta go fast to the other side of the map than just a " burst" adjusting speed and time might help with that.

    i got a little more where that came from and if you are willing to have a reasonable discussion or maybe even have more ideas and adjustments; feel free to contact me.

    but we all know where this will go anyway already but; one can dream and it feels good to be a little creative.

    Thank you for your attention

    Post edited by Stompa on
  • akbays35
    akbays35 Member Posts: 1,123

    @Wolf74 said:

    @akbays35 said:
    , Killers objective is downing and hooking a survivor and that takes about the same time as 1 gen for most games.

    In what world are you playing?

    Yes, one hit is usually 30-40 seconds plus carrytime, that's roughly 80 seconds for one hook.
    But during that time, 3 survivor can do THREE different gens.

    there's usually one guy doing chests and totems so the 1-2 gens seems more plausible in game assuming the killer isn't chasing a guy that is next to another survivor attempting to get the gen done.

  • projecteulogy
    projecteulogy Member Posts: 671

    Tbh, imo, If you're in a SWF, you shouldn't gain ranks. Since you can take a level 20 with 3 rank 1-5s and pick up baby rank 20-15 killers...

    The game was meant to be played solo. Ranking from 20-1 solo as a survivor should yield rewards and i don't mean a crummy achievement. Same with Killers. 4v1 with comms and coordinated perks is cancer. Why is this still a discussion?